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Celerity

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Everything posted by Celerity

  1. I would gladly watch and participate. I want to level up in this game.
  2. Izayoi really forces you to be on point. There's nothing obvious that you're missing; she has a slow ass 2A, and her only real reversal costs meter. You'll need to be patient and learn proper use of barrier/IB to give yourself an opening to poke or jump out. Use Phorizer as often as you can without being predictable. And finally, don't give up! You're gaining valuable experience which will improve your defense with every character! BTW, your avatar is amazing.
  3. Charged 236C is 4F startup, and charged 236B is 5F, in addition to the charge time.
  4. Yeah, I'm actually pretty excited about getting my hands on those new movement options. Air saber is going to be a lot more viable for space control now too.
  5. Central Hachiouji 3on3 [03/22/14] IZ (Koeru) vs RC [03/22/14] NO vs IZ (Koeru) [03/22/14] TB (Shino) vs IZ (Koeru) [03/22/14] MU vs IZ(Koeru) [03/22/14] TB (Shino) vs IZ (Koeru) [03/22/14] AZ (Momoiro) vs IZ (Koeru) Urban Square Casuals [03/22/14] TG vs IZ [03/22/14] IZ vs KG
  6. I don't really understand your reasoning here. Why would the minimum damage matter any less whether you're using it as a round-ender or not? If your OD combo now deals 5800 instead of 6000, that's 200 more damage you need to deal to your opponent before you can end the round. You almost always see the minimum damage in effect, because most of Makoto's OD combos are long enough to trigger minimum damage scaling, at least on the final hit of PF. This nerf should negatively affect almost every combo with a PF ender. Also, 1562 is her 1.0 damage. I'm not sure what her new damage is.
  7. Use the 1.1 video thread for 1.1 videos please. Also, include the timestamps where Izayoi appears as per standard video thread rules. That's a lot of stuff for people to sort though.
  8. What stream are you referring to? I'd like to add some 1.1 videos to the archive.
  9. Welcome to the Izayoi Combo Thread! Please be respectful and follow the rules during your time here, or be prepared to meet swift justice. If you're not familiar with the rules, they can be found here -> Site Rules. General Information: If you'd like to contribute, please feel free to do so! Any combo that is an improvement or useful variation of one of the existing combos will be welcome, but please do not submit inferior combos or "netplay combos". Please refrain from going off topic in this thread. This thread is for the posting and discussion of combos only. Combos will not be repeated, so if you're looking for a corner combo, keep in mind that the most optimal route may be the midscreen one. Gain Art AA routes are fairly universal, and you can find examples of what to do in the (623B/C route) section of the thread. Most combos that end in j.236C~D can be followed up with Justice Phorizer, or 5A > (5C) > 623B~D for extra damage. Collapsed: Notation Used: [table]jJump jcJump Cancel CHCounter Hit FCFatal Counter CRCrouching AAAnti-Air RCRapid Cancel (A+B+C) CTCrush Trigger (A+B) Attack~NFollowup with N after Attack Attack(w)Whiff Attack Attack(N)Cancel on the Nth Hit of Attack Sequence xNRepeat Sequence N amount of times. [##/##/+#][Damage/Heat Gain/Zero Weave Gain][/table] Recently Added: Normal Mode Midscreen: Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623C > 66 j.C > j.236C - [3282/23/+8] (40% screen) Normal Mode Corner: Throw > 236B > 214A > 2C > 623B > 66 623C > 623C - [3052/21/+8] Beginner Combos: If you're a new player, or just want to try out Izayoi without learning anything too difficult, these combos should be enough to keep you covered in nearly every situation. They are not all optimal, but they deal good damage and require a bare minimum of execution. They're also a good choice for laggy netplay connections. Collapsed: Combos: Normal Mode: ... > 2C > 236B > 214A > 2B > (5B) > 623B > 214B > 623B Standard BnB that gets you 6 stars and works from most any starter. Omit the 5B if you started the combo with a 5A, 2A, or j.A. ... > 2C > 236B > 214A > 2B > 623B > 214B > 623C > 623C Corner BnB that gets you 8 stars from any starter. Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623B Air Throw > 236B > 214A > 2B > 623B > 214B > 623B Gain Art Mode: 5B > (5C) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D Midscreen universal BnB. You can follow up with oki, or more damage with one of these enders by catching them as they fall: 236236C 5A > 5C > j.B > j.C > jc > j.C > j.236C~D (doesn't work from 5A/2A/j.A starter) ... > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D Simple j.C loop combo that you can use after pretty much any anti-air or air-to-air confirm, including 623B/C. Throw > (214B) > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D Simple throw combo that works midscreen and corner. Omit 214B in the corner. Air Throw > 236C(w)~6D > (214B) > 5C > 236B > 214A > 2B > 623B~D Air throw combo that works midscreen and corner. Omit 214B in the corner. ... > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D Corner BnB that works from most starters other than 5A/2A/j.A ... > 5C > 236C(w)~6D > 2C > 236B > 214A > 5C > j.B > j.C > jc > j.C > j.236C~D Use this one from 5A/2A/j.A starters in the corner. Throw(2) > RC > CT > 2C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D This throw combo requires 75 heat and the corner, but it deals tons of damage and is one of Izayoi's greatest weapons. It's not that difficult, try it out! Remember to RC the throw before the 3rd hit connects. Timing Tips: Collapsed: The j.BAC loop: In normal mode, Izayoi has access to an air sequence that lands you while the opponent is still in hitstun, allowing you to continue the combo. This is referenced as "j.BAC" in the notation, but there are several variations of it depending on your positioning and the character you're facing. j.BAC is the most universal sequence, as it works on everyone, but in some cases you'll need to adjust with j.BAAC or j.BABC, especially late in a combo. A list of the variations and the characters they work on can be found below: j.BAC - Works on every character from almost any position. Only tends to fail late in combos. Timing is instant j.B > max delay j.A > j.C, sometimes with a tiny delay between j.A and j.C. j.BAAC - Works on all characters besides from almost any position. Only recommended late in combos, or if you're having trouble with j.BAC. Timing is late j.B > j.AAC. j.BABC - Works on in most normal mode BnBs. Fairly height-specific. Good damage. Timing is instant j.B > j.ABC. j.ABAC - Highly position- and hitbox-specific variation of j.BAAC. Not recommended by me, as I've found no situation where it is superior/easier than the other variations, but your mileage may vary. Collapsed: Character-specific routes: Izayoi's best midscreen Gain Art routes are all character-specific to some degree. They rely on the opponent's hitbox, as well as your own distance and starter to make the combo work. You'll need to learn how to judge for yourself to find the most optimal route in any given situation, and the character-specific recommendations in the "Normal Starter" section are only that: recommendations. They are tested from (5B) and (5B > 5C) only, so there are other starters which might make them whiff on the recommended characters, or work on unlisted ones. You will find the routes listed in order from most universal to most specific, so if you're having trouble landing a given combo, try moving down a step to the slightly less specific one. Firstly, the most important factor: the opponent's character. I've constructed this highly unscientific list to give you a general idea of how often Izayoi's combos will work on each character midscreen: Chibi Tier: Impossible Tier: Difficult Tier: Hit-or-Miss Tier: Normal Tier: Easy Tier: Blindfold Tier: Squirrel Tier: Makoto is special because her exotic hitbox makes some combos easy and others impossible. Now on to the timing of the combos themselves. The most common place for your combo to drop is (236C~6D > 214B > 5C > 236B). These drops are almost always caused by a mistiming of the 6D. It's important to remember that if you cancel 236C into 6D too early, you won't move far enough forward, but canceling too late will send the opponent flying too far away from you. Thus, the optimal timing for most combos is somewhere around 3-4F after 236C actually connects. Pay attention and you'll notice the difference. You should make this your default timing, since it also helps with some corner combos on smaller characters, and a few other cases where a hasty 6D will flip the opponent over your head. The other common drop point is (236C~6D > 214B > 5C > 2C(1) > 236B). On the easier characters, the timing is minimal, but if you're trying to do it on a normal sized character, you'll need a very close confirm (2C is the easiest due to vacuum), and you'll want to delay 6D as long as humanly possible, followed by a normally timed 5C > 2C(1), and a delayed 236B. It's not that hard once you get it down. Mid-screen: Normal Starters (Normal starters include 5B, 5C, 6C, 2B, 2C, j.B, j.C, and 6B > RC) 5B > 5C/2C > 236B > 214A > 2B > 5B > 623B > 214B > 623B - [2854/20/+6] 5B > 5C/2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C - [3410/24/+8] (May need to use 2A instead of 2B against smaller characters.) 5B > 5C/2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 5C > 623C > j.B > jc > j.B > j.C > j.D - [3396/24/+4] 5B CR > 5C > 2C > 6C > 236B > 214A > 2B > 5B > 623B > 214B > 623B - [3540/25/+6] 5B CR > 5C > 2C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.C > j.236C - [3923/28/+6] 5B CR > 5C > 2C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.B > jc > j.B > j.C > j.D - [3911/28/+4] Short Starters (Short starters include 5A, 2A, and j.A) 5A > 5B > 2C > 236B > 214A > 2B > 623B > 214B > 623B - [2313/15/+6] 5A > 5B > 2C > 236B > 214A > 2B > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [2594/18/+2] 5A > 2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B/C - [3051/24/+4] 5A CR > 5B > 2C > 5C > 6C > 236B > 214A > 2B > 623B > 214B > 623B - [2620/18/+6] Throw Starters Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623B - [2816/20/+6] Throw > 214B > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.B > j.A > j.B > j.236C - [3174/22/+4] Throw > 214B > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [3121/22/+2] Throw > (214B) > 236B > 214A > 623C > (214C) > 623B > 214B > 623C - [2777/19/+8] (60% screen. Does not work on: ) Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623C > 66 j.C > j.236C - [3282/23/+8] (40% screen) Air Throw > 236B > 214A > 2B > 623B > 214B > 623B - [2546/18/+6] Air Throw > 2C > 5C > 623C > j.B > j.C > j.236C - [3057/21/+4] Air Throw > 2C > 5C > 623C > j.B > jc > j.B > j.C > j.D - [2948/21/+2] Other Starters 6A > RC > 5B > 623B > 214B > 623B - [1889/6/+6] 6B CH > 623B > 214B > 623B - [1650/11/+4] 6B CH > 2A > 5C > 236B > 214A > 2B > 5B > 623B > 214B > 623B - [2497/17/+6] (Close range only) 3C > 623C > 623B > 214B > 623C - [2071/14/+6] 3C > 623C > j.BAC > 5A > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [2652/19/+2] 3C CH > 236B > 214A > (Normal Starter route) 6C FC > 236B > 214A > 2B > 5C > j.BAC > 5A > 5C > 623B > 214B > 623C > j.C > j.236C - [3563/25/+8] 6C FC > CT > 2C > 5C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.C > j.236C - [5245/21/+6] 6C FC > CT > 5D > 5C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [5494/22] (Only works on: ) 623B CH > 214B > 6C > 623B - [1710/12/+4] 623B CH > 214B > 236B > 214B > 623C > j.B > j.C > j.236C - [2548/18/+6] (Close range only) 623B CH > 214B > 236B > 214B > 2B > 5C > j.BAC > 5A > 623B/C - [2744/19/+6] (Close range only) 623C CH > 236B > 214A > 2C > 623B > 214B > 623B - [2457/17/+8] 623C CH > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.A > j.B > j.C > j.236C - [2994/21/+6] Corner: Normal Starters (Normal starters include 5B, 5C, 6C, 2B, 2C, j.B, j.C, and 6B > RC) 5B > 5C > 236B > 214A > 2B > 623B > 214B > 623C > j.C > j.236C - [3190/22/+8] 5B > 5C > 236B > 214A > 2B > 623B > 66 > j.B > jc > j.BAC > 5A > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [3356/24/+4] 5B > 236C > RC > 623B > 214B > 623C > 623C - [2451/10/+8] (For max range confirms) Short Starters (Short starters include 5A, 2A, and j.A) 5A > 2C > 236B > 214A > 2B > 623B > 214B > 623C > 623C - [2405/17/+8] Throw Starters Throw > 236B > 214A > 2C > 623B > 66 623C > 623C - [3052/21/+8] Throw > CT > 2C > 5C > j.BAC > 5A > 623B > 623C - [3708/15/+4] Throw (2) > RC > CT > 2C > 5C > 236B > 214A > 2B > 623B > 214B > 623C > j.C > j.236C - [4372/12/+8] Throw (2) > RC > CT > 5D > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [5577/19] Air Throw > 66 > 236B > 214A > 623C > 214C > 623B > 214B > 623C - [2677/19/+8] (Input the microdash as 2366B) Air Throw > 66 > 236B > 214A > 2C > 623B > 66 > j.B > jc > j.B > j.C > j.D - [2938/21/+4] Mid-screen: Normal Starters (Normal starters include 5B, 5C, 2B, 2C, j.B, j.C, and 6B > RC) 5B > (5C) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D > (5A > 5C > j.B > j.C > jc > j.C > j.236C~D) - [3440/24] ([3918/28]) 5B > (5C) > 236B > 214A > 2B > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3589/25] (Recommended for: ) 5B > (5C) > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4008/28] (Recommended for: ) 5B > (5C) > 236C~6D > 214B > 5C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4082/28] (Recommended for: ) 5B > (5C) > 236C~6D > 214B > 5C > 2C(1) > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4190/30] (Optimal for: ) 5B > (5C) > 236B > RC > 5D > 2C > 623B > 214B > 623B - [2729/13/+4] 5B > (5C) > 236B > RC > 5D > 2C > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C - [3548/15/+6] 5B > (5C) > 236C~6D > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [5143/24] (~50% screen) 5B > (5C) > 236C~6D > 214B > 5C > 236B > 214A > 2C > 236236C > 214D > 5C > 2C(1) > 6C > j.C > jc > j.C > j.236C~D - [4896/28] (~70% screen - Recommended for: ) 5B > (5C) > 236C~6D > 236236C > 214D > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > j.B > j.C > jc > j.C > j.236C~D - [5914/22] (30-50% screen) 5B > (5C) > 236C~6D > 236236C > 214D > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C - [5920/23] (60-100% screen) For CR, CH, or raw 2C confirms: ... > 2C > 236B > 214A > 2B > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3803/27] ... > 2C > 236B > 214A > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3765/27] (Does not work on: ) ... > 2C > 236B > 214A > 5C > 2C(1) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4424/31] (Does not work on: ) ... > 2C > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4444/31] (Optimal for: ) ... > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4526/32] (Optimal for: ) ... > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4648/33] (Optimal for: ) ... > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4723/33] (Optimal for: ) ... > 2C > 632146D > 5C > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > j.B > j.C > jc > j.B > j.C > j.236C~D - [5467/35] (Does not work on ) ... > 2C > 632146D > 5C > 2C > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D - [5460/35] (Variation for ) ... > 2C > 632146D > 5C > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > 6C > j.C > jc > j.C > j.236C~D - [5358/34] (Variation for small characters) Short Starters (Short starters include 5A, 2A, and j.A) 5A > 5C > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [2849/20] 5A > 5C > 236C~6D > 214B > 5C > 236B > 214B > 5C > j.B > j.C > jc > j.C > j.236C~D - [3040/21] (Recommended for: ) 5A > 5C > 236C~6D > 214B > 5C > 236B > 214A > 2C > j.B > j.C > j.236C~D - [3141/22] (Recommended for: ) Throw Starters Throw > 214B > 2C > 5C > 2C(1) > 236B > 214A > 2C(2) > j.C > j.236C~D - [3756/26] Throw(2) > RC > 5D > 66 5B > 2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > j.C > j.236C - [3398/8/+8] Throw(2) > RC > CT > 2C > 236B > 214A > 2B > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4661/15] Throw(2) > RC > (CT) > 2C > 236B > 214A > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3623/10] ([4623/13]) (Does not work on: ) Throw(2) > RC > (CT) > 2C > 236B > 214A > 5C > 2C(1) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4282/13] ([5282/17]) (Does not work on: ) Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4302/14] ([5302/17]) (Optimal for: ) Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4384/13] ([5384/18]) (Optimal for: ) Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214B > 5C > 2C(1) > 6C > (j.B) > j.C > jc > j.B > j.C > j.236C~D - [4506/15]) ([5470/17]) (Optimal for: ) Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214A > 2C > 6C > (j.B) > j.C > jc > j.B > j.C > j.236C~D - [4539/15] ([5502/18]) (Only works on ) Air Throw > 66 j.C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [3318/23] Air Throw > RC > 5D > 236B > 214A > 2C > 623B > 214B > 623B - [2716/12/+6] Air Throw > 236C(w)~6D > 236236C > 214D > 5C > 236B > 214A > 2C > 623C~D - [4063/19] (Use as a side switch by doing the Astraea early) Other Starters 6A > RC > 236C(w)~6D > (Normal Starter route) 6A AA > RC > 623B > 214D > j.C > jc > j.B > j.C > j.236C~D > 5A > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3320/14] 6B CH > 623B > (623B route) 6B CH > 2A > 5B > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [2826/20] (Optimal for: ) 6B CH > 2A > 5B > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3208/22] (Optimal for: ) 6B CH > 2A > 5B > 236C~6D > 214B > 5C > 236B > 214A > 2C(2) > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3257/23] (Only works on ) 6C CH > walk > 2C > 236B > 214A > 2C > 5C > 2C(1) > 236C~6D > 214B > 5C > j.B > j.C > jc > j.C > j.236C~D - [4109/26] (Does not work on: ) 6C CH > walk > 2C > 236B > 214A > 2C > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3799/27] (Variation for ) 6C CH > walk > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3469/24] (Variation for ) 6C CH > 5D > 5B > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C - [2738/19/+6] 3C FC > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > 6C > j.C > jc > j.B > j.C > j.236C~D - [4519/32] 3C FC > 2C > 5C > 2C(1) > 236B > 214A > 2C > 236C~6D > 214B > (5B) > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4980/34] 3C FC > 2C > 623B > 214B > 236B > 214A > 2C > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4692/33] (Full screen corner carry. Does not work on: ) 3C FC > 2C > 5C > 2C(1) > 623B > 214B > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4533/32] (Variation for ) 3C FC > 2C > 623B > 214B > 236B > 214A > 2C > 5C > 2C(1) > 236C~6D > 214B > (5B) > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4922/35] (Only works on: ) 3C FC > 2C > 623B > 214B > 2C > 236B > 214A > 2C > 236C~6D > 214B > (5B) > 5C > j.B > j.C > jc > j.C > j.236C~D - [4990/35] (Most optimal route, but very difficult. Does not work on: ) 623B > 214D > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3491/25] 623B > 214D > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > j.236C~D - [3774/27] 623B > 214D > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > 236236C > 214D > 5C > j.B > j.C > jc > j.C > j.236C~D - [4198/23] 623B > 214D > j.C > jc > j.C > j.236C~D > RC > j.D > (5A/5B) > 5C > j.BAC > 5A > 5C > 623C > 66 623C - [3102/16/+3] 623B > 214D > j.C > jc > j.C > j.236C~D > RC > j.D > (5A/5B) > 5C > 623C > 66 j.C > j.236C - [3019/16/+3] 623C > (214D) > j.C > jc > j.C > j.236C~D > 5A > 236C(w)~6D > 5B > 5C > j.B > j.C > jc > j.B > j.C - [3311/23] 623C > (214D) > j.C > jc > j.C > j.236C~D > 236236C > 214D > 5C > 2C(1) > 6C > j.C > jc > j.B > j.C > j.236C~D - [4237/19] (~50% screen) 623C > (214D) > j.C > jc > j.C > j.236C~D > 236236C > 214D > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D - [4156/19] (~50% screen) 623C > (214D) > j.C > jc > j.C > j.236C~D > RC > j.D > 5B > 623B > 214B > 623B - [2830/15/+3] 623C CH > 2C > 236B > 214A > 2C > 5C > 2C(1) > 236C~6D > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4421/31] 623C CH > 5D > 5A > 5C > j.BAC > 5A > 5C > 623B > 214B > 623C - [2375/17/+4] 623C CH > RC > 5D > 236B > 214A > 2C > 5C > j.BAC > 5A > 5C > 623B > 214B > 623C - [3206/10/+6] Corner: Normal Starters: (Normal starters include 5B, 2B, 5C, 2C, j.B, j.C, and 6B > RC) 5B > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4586/32] 5B > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > 6C > j.C > jc > j.B > j.C > j.236C~D - [4503/32] (easy variation, recommended for ) 5B > 5C > 236C~6D > 2C > 236D > 5D > 66 5A > 623B > 214B > 623C > j.C > j.236C~D - [4008/28/+4] 5B > 5C > 236C(w)~6D > 2C > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > j.B > j.C > jc > j.C > j.236C~D - [5320/31] Short Starters: (Short starters include 5A, 2A, and j.A) 5A > (5B) > 5C > 236C~6D > 2C > 236B > 214A > 2C > 6C > 623C~D - [3296/23] 5A > (5B) > 5C > 236C~6D > 2C > 236B > 214A > 2C > 236236C > 214D > 5C > 623C~D - [3942/22] 5A > (5B) > 5C > 236B > RC > 5D > 2C > 623B > 214B > 623C > 623C - [2528/12/+6] Throw Starters: Throw > 236C~6D > 2C > 236B > 214A > 2C > j.B > j.C > j.236C~D - [3820/27] Throw > CT > 5D > 2A > 623B > 214B > 623C > 623C - [3040/14/+6] Throw > CT > 2C > 236C(w)~6D > 2C > 236B > 214A > 2C > 623B~D - [4494/19] Throw(2) > RC > 2C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4952/15] Throw(2) > RC > CT > 2C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [5908/20] Air Throw > 236C(w)~6D > (214B) > 2C > 236B > 214A > 2C > j.C > j.236C~D - [3565/25] Air Throw > RC > 5D > 236B > 214A > 623C > 214C > 623B > 214B > 623C - [2677/13/+8] Air Throw > RC > 5D > 236B > 214A > 2C > 623B > j.B > j.C > j.236C - [3047/14/+6] Air Throw > 236C~6D > (214B) > 2C > 236B > 214A > 2C > 236236C > 214D > 5C > 623C~D - [4345/24] Other Starters: 6A AA CH > 5B/5C > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [4067/29] 6B CH > 2A > 5B > 236C~6D > 2C > 5CC > 2C(1) > 236B > 214A > 2C > 6C > j.C > jc > j.C > j.236C~D - [3533/25] (Only works on: ) 6C CH > 2C > 5C > 2C(1) > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > j.C > j.236C~D - [4293/30] 6C CH > CT > 5D > 2C > 623B > j.B > jc > j.BAC > 5A > 5C > 623C > j.C > j.236C - [3660/14/+6] 3C FC > 2C > 5C > 2C(1) > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > j.236C~D - [5134/36] 3C FC > 2C > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D - [5747/29] 3C FC > 2C > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 236C(w)~6D > 2C > j.B > j.C > jc > j.C > j.236C~D - [5885/30] 623B/C CH > 2C > 5C > 2C(1) > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > j.C > j.236C~D - [4576/32] 623B CH > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 6C > j.C > jc > j.C > j.236C~D - [4255/30]
  10. I absolutely love the little faces on the basketball. Great touch.
  11. It was a really fun experience, too bad I fell asleep right before AH3 finals. I hope you guys are planning on making this a regular thing!
  12. Karulau can work with pretty much any assist, so I wouldn't worry about that too much. I would still recommend Satsuki and Mizuki as the best beginner assists, since they're both pretty braindead and open up a lot of easy combo opportunities. Satsuki works better in neutral, while Mizuki gives you access to a great GC. Most of your neutral game is going to involve running back and forth and waiting for an opening while throwing out a lot of 66 > 236X and 66 > 214B. Karulau is actually a very mobile character in her own way, so learn to abuse her movement and counter options. Keep them at a range where 2B makes them scared to jump on you without assist cover, while the threat of 623A makes them scared to stay grounded. As far as training mode time, I guess she doesn't require much, but Aquapazza isn't exactly designed to be a difficult game. Once you learn how to combo assists and catch after 623X from various situations, you won't need much else.
  13. Come to think of it, it makes sense that they'd go for making Izayoi a little lighter on execution, since she was intended to be "good for beginners". 3C loops cut out a lot of the difficult timing in the corner and the character-specific BS midscreen. I'm kinda sad about it actually. I'm still waiting to see some Trans-Am combos. I'm predicting they will do a lot more damage now that you can trigger the bit more rapidly and combo with it more reliably from 3C. It wouldn't surprise me if there was now a way to squeeze 6 hits into a corner BnB.
  14. Our current damage from a j.C in the corner is 4246. Looks like they're giving up about 150 damage by using 3C > 236B > 5C instead of just 236B > 2C, but even so, that's less damage than I would expect. I thought it was confirmed to be 236B that got the proration nerf.
  15. Welcome to the Izayoi Netplay/Player Critique Thread! Please be respectful and follow the rules during your time here, or be prepared to meet swift justice. If you're not familiar with the rules, they can be found here -> Site Rules. What This Thread is For:Add your name and location to the Izayoi PSN directory. Use it to find other players to practice with!Register as a coach to allow aspiring Izayoi players to contact you for sets and advice! To do this, just say "I want to coach" while adding your name to the PSN directory!Post videos of your gameplay and ask others to critique you. If you're posting a long video, please use timestamps to point out a few important moments. Don't be afraid of criticism, everybody is here to help you!Discuss your netplay experiences with other Izayoi players, asking them what you could have done differently. Maybe other players can read your conversation and pick up some tips for their own gameplay! What This Thread is NOT For:General gameplay questions/tips without a video or specific experience with another member. These should be directed to the Gameplay Discussion thread.Non-Izayoi matchmaking and netplay discussion, simple GG's, or any post without strategic value relating to Izayoi. These should be directed to the BBCP Match Finder/GG thread.Making people feel bad. Please be constructive and kind with your criticism, and let's level up our Izayoi community together! PSN Directory:[table] Dustloop Name PSN ID State/Country crimsonstardust crimsonstardust Oregon, US lxMetalSonicxl HanshaX California, US GamingPlayer64 GamingForLife13 California, US strawberry Yukikoberry California, US M19Kamikaze M19Kamikaze/MaruchanNoodles Arizona, US FerrellJ FerrellJ Arizona, US True_Tech True_Tech Colorado, US ReallyTense ReallyTense Colorado, US Velvien Velvien New Mexico, US SoldnerKei Soldner_Kei Sonora, Mexico abadlime badIime Illinois, US Frost Monarch xAzureFlameGod Illinois, US Celerity ItsCelerity Indiana, US Azulong Azulong Michigan, US kazukifafner kazukifafner Ohio, US Wild Candy BrokenStar96 Ohio, US Midnight-Zephyr UnheardPhantasm Ohio, US Adsfzxczxc adsfzxczxc Ontario, Canada Dark Ranger88 Dark_RangerEX Tennessee, US littlefang17 luv_YUKI Tennessee, US TheMajestikOne II_MAjESTiiK_II New Jersey, US Justice7541 GuanglaiKangyi New York, US Tsubaki 5B Reaper180 New York, US Tenryuga Tenryuga New York, US CeruleanEdge125 CeruleanEdge125 North Carolina, US DubiousCurvLoop DBCLoop Virginia, US Ciddypoo ciddypooky Virginia, US AmericanKris AmericanKris Georgia, US PrimeKnight playafrancois99 Florida, US - Stasis - Slaying-Moon Florida, US HagakureStyle MystixMagix Florida, US 2link121 Two-Ell121 Florida, US Kiba BlackJaguarXD London, UK JySs JeSsNiGri France mkayyy mkayyy- Bavaria, Germany Owner Owner_of_Epic_ Austria [/table]
  16. It's kind of hard to explain. If you use a distant confirm, you want to do 236C~6D pretty fast and hit them high up with the 5C around your shoulders as they're passing over you. If you use a close confirm, you have to delay the 6D to avoid bouncing them too far away, and the 5C needs to be delayed to account for the lowered diagonal hitbox on 236B.
  17. Well, like SKD said, the recovery for Sabre is apparently airborne (you can see her feet barely not touching the ground). I don't know whether the teleport will actually put you in the air against a standing opponent or what, but that would probably be good for mixups. Otherwise there's not enough time to make a hoverdash safe.
  18. If you can cancel swords into 214D immediately after startup, it will actually give you more time to follow up than before. On top of the fact that j.D is slightly faster than 5D, you might be able to do something like 2C > 236D > 214D > j.D > j.B > land 623B, and it would even work midscreen. But there's no way to know for sure without seeing the new properties.
  19. The characters it works on are dependent on your positioning. The characters I mentioned are the ones that it should always work on from a max range 5B, but if you start from a point blank 5C, it's also possible on smaller characters like Azrael/Valk/Litchi/Hakumen. It is possible that I missed some in testing, though.
  20. 5C > 236B works on Relius, Platinum, Nu-13, Bullet, Makoto, Kokonoe, Mu-12, Tager, Terumi, Noel, Hazama, Jin, Izayoi, and Tsubaki. If you're having trouble, try delaying Astraea a little more. After 236B, there are a few different routes that are character specific, but the one you mentioned works on all of them. Again, new combo thread soon. I'm waiting until after the forum transition to put it up.
  21. Add me on Skype: cardgamr. I'll get you in.
  22. Join the Izayoi Skype group or the BBCP matchmaking group, you'll find players who can play with you and give you tips. It's really important to get feedback from people while playing.
  23. Pretty much. Most of the time, it runs out right before the combo is over, so if it's twice as long, that means you'll probably get one more hit in + have it remain active for pressure afterwards. There's also the fact that with reduced startup on 236D, there might be some new ways to combo into it to open up reset opportunities, although you're talking about 6 stars to even set that up. I'm mostly curious about how this is going to be affected by OD. Right now, Trans-Am lasts for ~4 hits while OD Trans-Am lasts for ~8, so what will it be after the change? Will both versions now be the same, or will we see the OD duration pumped up to insane levels?
  24. Oh whoops, you're right, SoWL's translation made me think it was 236B, but it's 236C. Right now you can get almost as much damage in longer combos by whiffing 236C into 6D, so that's probably what we're looking at from now on. Probably like a 2% damage nerf to GA combos overall, but the reduced pushback on 5C should mean way more damage on CH/crouching confirms, so it's still a really good tradeoff.
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